export const vertexShader = `
    varying vec2 v_uv;
    uniform float u_zScale;
    uniform sampler2D u_greyMap;

    void main() {
        v_uv = uv;
        vec4 flgColor = texture2D(u_greyMap, uv);
        float height = u_zScale * flgColor.a;
        //float height = 10.0;
        vec3 transformed = vec3(position.x, position.y, height);
        gl_Position = projectionMatrix * modelViewMatrix * vec4(transformed, 1.0);
    }
`;

export const fragmentShader = `
    #ifdef GL_ES
    precision highp float;
    #endif

    varying vec2 v_uv;
    uniform sampler2D u_heatMap;
    uniform vec3 u_color;
    uniform float u_opacity;
    void main() {
       gl_FragColor = vec4(u_color, u_opacity) * texture2D(u_heatMap, v_uv);
       //gl_FragColor = texture2D(u_heatMap, v_uv);
       //gl_FragColor = vec4(u_color, 1.0);
    }
`;